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Tree LANS with collision avoidance : protocol, switch architecture, and performance
Packet collisions and their resolution create a performance bottleneck in random access LANs. A hardware solution to this problem is to use collision avoidance switches. These switches allow the implementation of random access protocols without the penalty of collisions among packets. We review and compare the designs of some tree LANs that use collision avoidance switches. They have the potential of combining the benefits of random access (low delay when traffic is light, simple and distributed, and therefore robust, protocols) with excellent network utilization and concurrency of transmission. The collision avoidance LANs we review are broadcast star, Hubnet-like tree, Tinker-Tree, and a treenet that allows concurrent broadcasts within non-intersecting subtrees. After this review, we present a slotted-time, infinite user analysis of the broadcast star network
Goodbye, ALOHA!
©2016 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.The vision of the Internet of Things (IoT) to interconnect and Internet-connect everyday people, objects, and machines poses new challenges in the design of wireless communication networks. The design of medium access control (MAC) protocols has been traditionally an intense area of research due to their high impact on the overall performance of wireless communications. The majority of research activities in this field deal with different variations of protocols somehow based on ALOHA, either with or without listen before talk, i.e., carrier sensing multiple access. These protocols operate well under low traffic loads and low number of simultaneous devices. However, they suffer from congestion as the traffic load and the number of devices increase. For this reason, unless revisited, the MAC layer can become a bottleneck for the success of the IoT. In this paper, we provide an overview of the existing MAC solutions for the IoT, describing current limitations and envisioned challenges for the near future. Motivated by those, we identify a family of simple algorithms based on distributed queueing (DQ), which can operate for an infinite number of devices generating any traffic load and pattern. A description of the DQ mechanism is provided and most relevant existing studies of DQ applied in different scenarios are described in this paper. In addition, we provide a novel performance evaluation of DQ when applied for the IoT. Finally, a description of the very first demo of DQ for its use in the IoT is also included in this paper.Peer ReviewedPostprint (author's final draft
Future Evolution of CSMA Protocols for the IEEE 802.11 Standard
In this paper a candidate protocol to replace the prevalent CSMA/CA medium
access control in Wireless Local Area Networks is presented. The proposed
protocol can achieve higher throughput than CSMA/CA, while maintaining
fairness, and without additional implementation complexity. Under certain
circumstances, it is able to reach and maintain collision-free operation, even
when the number of contenders is variable and potentially large. It is backward
compatible, allowing for new and legacy stations to coexist without degrading
one another's performance, a property that can make the adoption process by
future versions of the standard smooth and inexpensive.Comment: This paper has been accepted in the Second IEEE ICC Workshop 2013 on
Telecommunication Standards: From Research to Standard
Reducing Message Collisions in Sensing-based Semi-Persistent Scheduling (SPS) by Using Reselection Lookaheads in Cellular V2X
In the C-V2X sidelink Mode 4 communication, the sensing-based semi-persistent
scheduling (SPS) implements a message collision avoidance algorithm to cope
with the undesirable effects of wireless channel congestion. Still, the current
standard mechanism produces high number of packet collisions, which may hinder
the high-reliability communications required in future C-V2X applications such
as autonomous driving. In this paper, we show that by drastically reducing the
uncertainties in the choice of the resource to use for SPS, we can
significantly reduce the message collisions in the C-V2X sidelink Mode 4.
Specifically, we propose the use of the "lookahead," which contains the next
starting resource location in the time-frequency plane. By exchanging the
lookahead information piggybacked on the periodic safety message, vehicular
user equipments (UEs) can eliminate most message collisions arising from the
ignorance of other UEs' internal decisions. Although the proposed scheme would
require the inclusion of the lookahead in the control part of the packet, the
benefit may outweigh the bandwidth cost, considering the stringent reliability
requirement in future C-V2X applications.Comment: Submitted to MDPI Sensor
Random Access Game and Medium Access Control Design
Motivated partially by a control-theoretic viewpoint, we propose a game-theoretic model, called random access game, for contention control. We characterize Nash equilibria of random access games, study their dynamics, and propose distributed algorithms (strategy evolutions) to achieve Nash equilibria. This provides a general analytical framework that is capable of modeling a large class of system-wide quality-of-service (QoS) models via the specification of per-node utility functions, in which system-wide fairness or service differentiation can be achieved in a distributed manner as long as each node executes a contention resolution algorithm that is designed to achieve the Nash equilibrium. We thus propose a novel medium access method derived from carrier sense multiple access/collision avoidance (CSMA/CA) according to distributed strategy update mechanism achieving the Nash equilibrium of random access game. We present a concrete medium access method that adapts to a continuous contention measure called conditional collision probability, stabilizes the network into a steady state that achieves optimal throughput with targeted fairness (or service differentiation), and can decouple contention control from handling failed transmissions. In addition to guiding medium access control design, the random access game model also provides an analytical framework to understand equilibrium and dynamic properties of different medium access protocols
Wireless broadband access: WiMAX and beyond - Investigation of bandwidth request mechanisms under point-to-multipoint mode of WiMAX networks
The WiMAX standard specifies a metropolitan area broadband wireless access air interface. In order to support QoS for multimedia applications, various bandwidth request and scheduling mechanisms are suggested in WiMAX, in which a subscriber station can send request messages to a base station, and the base station can grant or reject the request according to the available radio resources. This article first compares two fundamental bandwidth request mechanisms specified in the standard, random access vs. polling under the point-to-multipoint mode, a mandatory transmission mode. Our results demonstrate that random access outperforms polling when the request rate is low. However, its performance degrades significantly when the channel is congested. Adaptive switching between random access and polling according to load can improve system performance. We also investigate the impact of channel noise on the random access request mechanism
Sign-Compute-Resolve for Random Access
We present an approach to random access that is based on three elements:
physical-layer network coding, signature codes and tree splitting. Upon
occurrence of a collision, physical-layer network coding enables the receiver
to decode the sum of the information that was transmitted by the individual
users. For each user this information consists of the data that the user wants
to communicate as well as the user's signature. As long as no more than
users collide, their identities can be recovered from the sum of their
signatures. A splitting protocol is used to deal with the case that more than
users collide. We measure the performance of the proposed method in terms
of user resolution rate as well as overall throughput of the system. The
results show that our approach significantly increases the performance of the
system even compared to coded random access, where collisions are not wasted,
but are reused in successive interference cancellation.Comment: Accepted for presentation at 52nd Annual Allerton Conference on
Communication, Control, and Computin
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